St. Ives Blue "The Heat" (2xPPC, 2xSSRM2, BAP, 2xJJ, XL250)

Thread in 'St. Ives' Blues' started by Chewtoy, Aug 20, 2014.

  1. Chewtoy

    Chewtoy New Member

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    This will be very hot to run and relies on the 5% chassis heat quirk to remain close to viable. Not sure how effective the quirk is yet, but since it applies to all the weapons available on this variant it should make it bearable, with a little trigger discipline.

    Nearly full armour, streaks and BAP to discourage adventurous lights looking for easy wins.

    Dropping to LPL's improves the cooling a little more, at the cost of range.


    Could do ERPPC's, but the heat management would be troublesome.
    Other alternative is dual-ERLL's, which lets you drop FF and add a few more heatsinks.

    First attempt at theorycrafting on this chassis (and first chassis on here to boot).
    Feel free to shred it. :blush:
     
    Last edited by a moderator: Oct 6, 2014
  2. Napes339

    Napes339 Active Member

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    Definitely a very hot build, but I like the overall idea of having mid range weapons and close range protection.

    Not sure how I'd do in it since I've got an itchy trigger finger.
     
  3. Remarius

    Remarius Star Lord

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    I've been running a variant of your second build - swapped the bap for an AMS and exchanged the streaks for srm 2's. The 2 LPL are easily able to kill any lights if you're semi accurate.

    Problem is the heat as sustained fire is very high until you get it doubled up, even then it still runs hot. I've been tempted to drop the paired SRM 2's but its a great weapon to hammer at someone brawling and its been the finisher several times.

    Not been once tempted to remove the AMS as I use my ton of ammo in every fight.

    BTW that quirk reduces your weapon cooldown (gap between firing) so it actually increases your heat generation as you're firing slightly more often.
     
  4. Chewtoy

    Chewtoy New Member

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    Finally got the XL250 to run this.
    PPC's... Too hot, and too many corner fights inside 90m. ML and SSRM's just can't cut it.

    Dropped the ML and used the weight and spare crits from the LPL to add another DHS. So far it's ok, if not brilliant, and I've only got the first level of Cool Run and Heat Containment...

    That's odd. That's not what it says at all... Are you sure?
    I don't remember the Awesome (using the same quirk with a different value) getting a fire rate bonus. Given they get this quirk at 12.5%, you'd notice it pretty fast too.
    Dragon does, but it's got a specific quirk for it's ballistics cool down (and a heat one for them too).
     
  5. Napes339

    Napes339 Active Member

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    I believe the quirk reduces heat generation for Energy and Missile based weapons by 5%.

    So a weapon firing for 10 points of heat actually only generates 9.5. Its really only a small bonus.
     
  6. Sir Tiddles

    Sir Tiddles Active Member

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    I really like the LPL version of this mech, but I would drop the BAP for an AMS. I am currently toying around with dropping the ML as well for two more jumpjets, but I'm not sure it is worth it.


     
    Last edited by a moderator: Oct 6, 2014
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